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Anti Guys be flipping out all over the place! CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces. The OG Anti Guy has 50 base HP, 10 base attack on his charge, and 12 base attack on his Acrobatic. His new 3rd move, Triple Flip, has a base attack value of 20. So with 9x difficulty, you're looking at 450 HP, 90 Attack on his Charge, and 99 Attack on his other 2 attacks. He has 0 Defense. Anti Guy's AI script is as follows: Turn 1 - Charge attack Turn 2 - Acrobatic attack, which hits twice unless the first hit is interrupted. Turn 3 - Acrobatic attack, where the 2nd hit targets the partner. The partner won't get hit if the first hit is interrupted. Turn 4 - Same as Turn 2. Triple Flip first comes into play when his HP is under 60%, and it takes its place in Turn 1 of the attacking script. In the case of 9x difficulty, that's the only notable thing since Acrobatic and Triple Flip both hit for 99 on this difficulty. With access to all badges, this fight is even easier on 9x in CantWin than it was in the Standard Curse file. With Zap Tap in place, Anti Guy is never able to hit twice each turn. However, since I can now take advantage of Dark Shield and the same conjured up Dark Shroom Cakes showcased against Covert Guy, I can fully recover all the damage I take in 1 round here instead of 2. And unlike Covert Guy, I can attack every round that Cake Regen doesn't need to be refreshed. Now if I wanted to, I absolutely could have done this fight during Chapter 4 simply by using Mega Bounce. It's because I did NOT want to use Mega Bounce here that I had to prolong this fight. Without Mega Bounce, your ability to consistently recover large amounts of HP every round is somewhat hampered. However, with Yoshi Biscuits and Dark Shroom Cakes in hand, I can now achieve the necessary recovery to accomplish another immortal build since the damage is once again reduced down to 22. Dual Smash is the attacking move of choice here. While its attacking values are fixed, they scale up faster than using Mega Smash; the attacking choice I made in the Standard Curse file. Its damage output is bolstered by P-Up D-Down, Power Rush, and Flower Power. HP Drain does decrease Attack by 1, but having +4 attack is still enough for Dual Smash to deal more damage than Mega Smash. Zap Tap also helps the damage output a little with its offensive/defensive properties here. Perfect Stand and Dark Shield help reduce incoming damage again, also thanks to Cloud Nine. Stellar Nova's use is the same as it was against Covert Guy; ensuring that Dark Shield stays active. Crazy Heart also ensures that I can get recovery every turn to meet the 22 HP necessary with the cake regen. Double Dip's usage is the same as well; ensuring that both a Yoshi Biscuit and a Cake (of which I have 10 each) can be used in the same turn. Lakilester is the only partner you need; he always uses Cloud Nine if it's not present, and uses Spiny Flip while it is.